| Return Create A Forum - Home | |
| --------------------------------------------------------- | |
| Zerg Hex Forum | |
| https://zerghex.createaforum.com | |
| --------------------------------------------------------- | |
| ***************************************************** | |
| Return to: Recent Patch Notes | |
| ***************************************************** | |
| #Post#: 1409-------------------------------------------------- | |
| Patch Notes 4.4 | |
| By: WMaster Date: December 20, 2020, 7:23 am | |
| --------------------------------------------------------- | |
| Patch 4.4 went live on 20.12.2020 | |
| [list] | |
| [li]Firebat | |
| [list] | |
| [li]Increased health from 100 to 200.[/li] | |
| [li]Decreased Armory Heavy Plating research cost from 250 to 200 | |
| gas.[/li] | |
| [/list][/li] | |
| [li]Infestor Transfusion | |
| [list] | |
| [li]Now casts instantly.[/li] | |
| [li]Increased structure health bonus from 100 to 200. (Max from | |
| 800 to 1600.)[/li] | |
| [li]Fixed healing only 200 HP to structures when at maximum | |
| health bonus.[/li] | |
| [/list][/li] | |
| [li]Other | |
| [list] | |
| [li]Now allowing Zerg to create up to 60 Strikeling Spawners | |
| when an ally leaves.[/li] | |
| [li]Fixed Torralisk dealing double damage to primary | |
| target.[/li] | |
| [/list][/li] | |
| [/list] | |
| #Post#: 1410-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Mett Gaming Date: December 20, 2020, 7:26 am | |
| --------------------------------------------------------- | |
| Thank you for adressing the infestor and the strikeling issue! | |
| 🙂 | |
| I'm eager to see how the health increase works out. | |
| #Post#: 1419-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: ZergTriumph Date: December 20, 2020, 11:34 am | |
| --------------------------------------------------------- | |
| I was wondering why firebats were taking so long to die. Good | |
| patch. Thanks. | |
| #Post#: 1420-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: RickSanchez Date: December 20, 2020, 12:13 pm | |
| --------------------------------------------------------- | |
| Nothing to complain about.. | |
| https://i.ibb.co/48d9Lrv/index.png | |
| Still a little bit disappointed because I am kinda excited about | |
| how "Bunker Wars X Patch" (yard first patch) will play out. | |
| #Post#: 1424-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Oayoo Date: December 21, 2020, 7:07 am | |
| --------------------------------------------------------- | |
| Good patch :) | |
| #Post#: 1440-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Speed Date: December 22, 2020, 8:56 am | |
| --------------------------------------------------------- | |
| 2.9k HP big spine is fun :D | |
| Perhaps I misjudged some of the proposed changes, though the | |
| lack of good terrans makes it hard to really judge how much it | |
| helps x) | |
| 1 thing I'm still missing, which I think was reported in | |
| e-mails, not forum. Stasis cannon doesn't trigger attack | |
| warning, would be nicer if it did. | |
| #Post#: 1472-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Speed Date: December 29, 2020, 1:10 pm | |
| --------------------------------------------------------- | |
| I have a few things I'd like to see in patch notes 4.5 | |
| -Stasis cannon trigger "base under attack" for zerg if buildings | |
| are hit. | |
| -Cancel button on creep tumor when building drone (you have to | |
| click the drone icon in the production queue of the UI to | |
| cancel) | |
| -Cancel button for animal farm when producing animal (same as | |
| the point above) | |
| -I noticed (and also was informed by ink) that hydras have more | |
| regeneration. Made 10 hydras in 2 games that were won anyways, | |
| they heal easily out of combat now, maybe even a bit too fast, | |
| but I will not 100% judge that from 2 games with 4+ noob | |
| terrans. I'd love to see some work being done on them, as it is, | |
| 150minerals + 6 minutes until they are grown up is still a bit | |
| too inefficient, but the increased regeneration definetely takes | |
| them a big step towards being useful early / mid game. Consider | |
| limiting hydras to X amount alive at the same time, I feel like | |
| it's easier to balance them that way, because if you make them | |
| useful early game, they will probably be insane in mid and | |
| totally OP in late game due to how zerg economy works. It's one | |
| of the few tools zerg has that are more useful in the hands of a | |
| skilled player (apm, awareness, micro), which is so very lacking | |
| in current zerg tool kit. | |
| -Probably not something that is worth the effort to do, but I'd | |
| like to see how some upgrades costing minerals instead of gas | |
| would play out. I totally hate spending 200 gas on shattering | |
| laser, just a defensive anti-unit upgrade that only helps | |
| pushing in the sense of killing the "defending" units faster. | |
| I'd rather keep spending my gas on economy and buy shatter for | |
| 300 minerals or something... Marines costing 16/5 is extremely | |
| annoying, too^^ it will actually take a long time to get from | |
| 100 gas in bank to 200 if you're pumping marines at the time. | |
| Anyways, a change like this is probably too much work for too | |
| little reward as there are more glaring issues at this moment, | |
| so just keep this in mind for later in case we ever get to the | |
| point where we can toy around with things like this lol. | |
| As for the proposed yard change, if it really is such an issue | |
| to... the community... can we maybe just buff converters instead | |
| of adding a completely new mechanic to the game? Converters, | |
| while maybe not that efficient, have a really nice design imo. | |
| It's only 100 gas to unlock them, and they burn (convert) one | |
| resource into the other at a 4 to 2 ratio, this means it isn't | |
| just some brainless thing you can spam, as too many of them mean | |
| the burned resource will be very scarce. I'd suggest something | |
| like changing the ratio from 4/2 to 3/2 or reducing the initial | |
| cost of a converter from 100 minerals to 80. That said, | |
| converter might be fine as is, just very under-utilized because | |
| most people are so used to the chemical. Converters have been in | |
| the game the way they are for a long time afaik, maybe some of | |
| the older players can give their opinion about it? | |
| tl;dr a couple QoL suggestions and a couple of balance / design | |
| ideas | |
| #Post#: 1473-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Turb007 Date: December 29, 2020, 5:19 pm | |
| --------------------------------------------------------- | |
| [quote author=<heXnab>Speed link=topic=145.msg1472#msg1472 | |
| date=1609269032] | |
| Marines costing 16/5 is extremely annoying, too^^ | |
| [/quote] | |
| I always thought it was strange that marines have a gas cost to | |
| them at all. I would personally rather have the gas reduced or | |
| removed than to have certain upgrades like shatter to cost | |
| minerals. To have some important upgrades cost minerals instead | |
| of gas, I think strategic decisions would decrease. Depending on | |
| the situation, you have to ask yourself somewhat early in the | |
| game if you should be spending gas on eco or upgrades like | |
| shatter/pen/overcharge/etc. You can't really do both when they | |
| both cost the same resource, which creates a decision/strategy. | |
| If some of these upgrades cost minerals, then it would be pretty | |
| obvious to just eco very hard. I could maybe see energy | |
| conservation costing minerals though? Then one would have to | |
| figure out at what point it's better to get energy con or more | |
| gen ups.. Idk, just thinking out loud. | |
| In 2.x, converters were utilized a ton in the late game. I | |
| wasn't exactly great at the game back then (I was one of those | |
| people that killed everything up until the big spines and then | |
| eco'd hard to kill with 70-100 elites ;D), and I remember doing | |
| some crazy big elite push to victory games, thanks to | |
| converters. I think as of right now, they should only be used if | |
| you have a good income of one resource (typical mineral) or if | |
| you get pushed back in your base to convert minerals for wall | |
| ups. I think they still serve their purpose well without | |
| changing the ratio though I certainly wouldn't mind a drop in | |
| the hefty 100 mineral cost. Or maybe if it remains at 100 | |
| minerals, it could be upgraded for say, 50 or so minerals to do | |
| a 1-1 ratio. Would help with space a bit if you're in a turtle | |
| scenario. | |
| I like the QoL ideas | |
| #Post#: 1474-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Speed Date: December 29, 2020, 6:08 pm | |
| --------------------------------------------------------- | |
| Yeah, I agree that all the upgrades & the eco requiring gas to | |
| be researched / built creates great decision making (and is why | |
| I just can't understand how people think / thought chemical was | |
| great because it allowed you to get all the ups without thinking | |
| was good lol). I didn't really think it through, it just bothers | |
| me sometimes :p Particularly shatter is an upgrade I really | |
| dislike haha. | |
| Really nice idea on making conservation cost minerals actually, | |
| that is certainly an upgrade I hardly do these days because it | |
| transfers so poorly to the next tier of marines, so if you play | |
| to upgrade your marines to veterans, you probably should skip | |
| spending 300 gas on conservation 1, as it will only give 25% | |
| efficiency to veterans. Maybe we are onto something interesting | |
| here :) | |
| I'll try and rephrase the gas issue a bit, particularly shatter. | |
| It's very annoying to wait for 200 gas because there is too many | |
| units coming at you to effectively push without it, and each and | |
| everything you spend money on, except your generator (and | |
| converters, but I won't get advanced building before shattering | |
| haha), costs a little bit off gas (20 gas for battery, 3 gas for | |
| reaper, 5 gas for marine, 2 gas per wall, 40 gas per sheep farm, | |
| etc etc), so you're waiting for shatter to push and you're | |
| holding out on building any units cause it delays your shatter a | |
| bit, creating a fairly awkward scenario of AFKing without | |
| AFKing. Maybe I'm the only one running into this issue, but it's | |
| truly annoying^^. | |
| #Post#: 1477-------------------------------------------------- | |
| Re: Patch Notes 4.4 | |
| By: Turb007 Date: December 30, 2020, 1:04 pm | |
| --------------------------------------------------------- | |
| [quote author=<heXnab>Speed link=topic=145.msg1474#msg1474 | |
| date=1609286914] | |
| Really nice idea on making conservation cost minerals actually, | |
| that is certainly an upgrade I hardly do these days because it | |
| transfers so poorly to the next tier of marines, so if you play | |
| to upgrade your marines to veterans, you probably should skip | |
| spending 300 gas on conservation 1, as it will only give 25% | |
| efficiency to veterans. Maybe we are onto something interesting | |
| here :) | |
| [/quote] | |
| I like it, certainly would need to test it out to determine how | |
| much it should cost though.. Or if there is a math guru around. | |
| "so you're waiting for shatter to push and you're holding out on | |
| building any units cause it delays your shatter a bit, creating | |
| a fairly awkward scenario of AFKing without AFKing." | |
| Yeah I run into that as well with upgrades, especially with | |
| shatter. It's one of those skill ceiling things, if you have a | |
| high effective apm, you end up having to wait for [gas for] | |
| upgrades meanwhile there is nothing else to do as you can't | |
| accomplish anything without them. In 3.x, I played a handful of | |
| games with Scarlett and could tell that this annoyed her quite a | |
| bit - APM dropped from +400 down to double digits, sometimes for | |
| as long as a full minute - there just isn't anything to do | |
| (occasionally she'd take this time to look at teammates bases | |
| and tell them why they're bad lul). So I definitely get that, | |
| but I also agree that there are bigger issues to deal with | |
| before trying to figure out the best way to fix this. | |
| ***************************************************** | |
| Next Page |